Simple clothing with weird deformation


I’ve just started playing around with UE Clothing tool. I started with a simple plane exported from 3d max and it worked just fine.
Then I wanted to create some kind of sunshade-roof which I need for a project and things went crazy. I get some weird deformations.
I went a step back and just exported a rotated plane in Max and got the same result.

It looks like this:

I also played around with all the different settings (paint value, strength, …) in Clothing-Tool, but nothing helps.

It seems the deformation is happening on the transition from static to simulated.

Any suggestions? (using UE5.1.1)

The question is why you think this is wierd, not if it is wierd or not.

Put some time in on learning how the cloth system works (plenty of posts with explanations in the forum), after that you’ll probably be like “dho, my bad”…

Yes, thats what I am trying. Thats why I use simple planes only, and as I said, when the Plane isn’t rotated it works as I would expect it, but when its rotated, it seems there is some strange force pushing all the vertices away.

And just to be clear: I am pretty sure it’s my bad, I just dont get it

Cloth paint values have to fade in/out or else the simulation will move the verts however many cm/mm away depending on the paint setting / distance setting.

Search the forum for cloth flag.

Thats simply not true. The paint value defines the maximum distance a vertex can move and it also wouldn’t explain why my ‘unrotated’ plane works.

Luckily I have found the problem: somehow in the physics asset the mass of my shape was above 1500kg. After reducing it to a reasonable amount it works perfectly now.

That is true.
Again go look at how the paint system works.
The color of it (full white) indicates that you want it to fully apply the cloth value.

Also the mass of an item has no bearing at all on cloth calculations. It has its own cloth defined physics.

Also, yea sure.
Come in to the forums for advice and say that the advice is false when it isn’t. See how far that gets you.

from the official Unreal Engine Docs:

“This value controls how much the painted area will react like cloth based on this value. A value of 0 would mean that the skinned vertex could not move and a value of 100 would allow the skinned vertex to move one meter from its original position”

You wrote that it would move the amount you specify, maybe I just got you wrong I don’t know, sorry.

I have verified the weight thing and you are right, it’s not affecting it at all.
The real thing that solved it was reducing the size of the body (the bubble) in physics asset (while I was reducing size it implicitly reduced the weight though, but it doesn’t matter at all)

Usually I only post in the forums when I have the feeling I got stuck completely. I’ve watched a bunch of videos and searched the forums beforehand for hours, but couldn’t find anything. Mybe thats why I reacted kinda toxic to a search the forums
Again: sorry!

At least you have the decency of realizing it and saying so. That’s a thousands steps ahead of the avarage person :wink:

The color (black to white) applied to cloth is equivelant to how much the value is - multiplied by the cloth distance.

I have a visualizer as part of my Blender Plugin that could help - if you are doing clothing; for flags and drapes it’s usually just a nice gradient that could be painted in engine.